Doom II RPG

Doom II RPG is a sequel to  and Doom RPG. It was released for on November 23, 2009,  on December 11, 2009,  on February 1, 2010,  and  on February 8, 2010. It uses the Wolfenstein RPG mobile engine. It was developed by id Software partners Fountainhead Entertainment via merger with id Mobile. The iPhone version of Doom II RPG contains a digital comic book.

Gameplay
Being a successor to the two aforementioned games, Doom II RPG' retains much of the gameplay elements. It is a turn-based shooter with elements from a, unlike the former two games, the player can select three player characters with different starting. The player takes turns to perform specific actions: go north/south/west/east, ransack a corpse, attack, talk to somebody, skip a turn, consume a nano drink, pick up an item etc. Turning left or right spends no turns. After you have performed an action, you wait until each monster nearby has performed its action. Monsters have varying movement speed, range, and attack burst, and - with the exception of bosses and certain monsters - are ordered by rank differentiated by colors. There is no time limit for turns, allowing the player to analyze their strategy and perform their next move.

Various monsters and environments can deal harmful status effects (debuffs) to the player when they attack, for example, imps and lost souls can light the player on fire, dealing damage every turn. It is also possible for the player to deal debuffs against enemies, most notably the holy water pistol, which inflicts fear onto most enemies, making them flee and not able to attack unless they're attacked by another weapon. The player can also drink various nano drinks bought from vendors in various locations of the map, giving them beneficial effects.

The player's various actions are determined through their statistics, namely defense, strength, accuracy, and IQ. The player can also level up and increase their rank, giving them a stat bonus throughout the rest of the game. They can also be increased through various minigames and for the case of strength, attacking enemies with a chainsaw. Various computer consoles and vending machines can be hacked, providing beneficial effects if successfully completed.

Another main feature are cutscenes. They often show some real-time footage where the characters bypass turn-based mechanics. For example, a scientist approaches you, gives you something and walks away from your field of view; or monsters break in from somewhere and surround you.

Like in Doom RPG, the player can find secret areas, which look like displaced walls, and obtain ammo, armor, medkits (usually, inside blue crates). It is, however, not possible to find weapons and power-ups earlier through these locations.

Plot


Secret experiments have taken place and incidents have happened on various UAC Bases located on Mars, the Moon, Earth, Phobos, Deimos, and elsewhere. While there's not much known about the monster invasion in UAC bases on Mars, another monster invasion happened on Earth's moon. A team of soldiers accompanied by a scientist have ventured to the UAC bases on the Moon to investigate. (According to the included digital comic present in the iPhone version of the game, the Scientist was not a planned member of the expedition; rather, his ship was commandeered by the Marines in order to quickly reach the Moon. This is not confirmed within the plot of the game itself, though.)

At the beginning the group splits up and the player is on his/her own. The player is briefed by a UAC employee named Caldex, who informs the team about the invasion and provides tips on how to proceed. Immediately noticed are conflicts between a UAC computer designated SAL and another unknown entity, designated VIOS. SAL (whose name is a play on from 2001: A Space Odyssey) is an AI developed by the UAC to assist in day-to-day operations within UAC research facilities. VIOS (whose name stands for Virtual Icon of Sin) is a malevolent entity from Hell who is invading the UAC's computer networks. VIOS' motives are unclear, but SAL warns you not to trust it or assist it in any way.

Conflicts with VIOS appear frequently in the game (beginning with Map 2, and also occurring in maps 4, 5, and 7). At each encounter, VIOS will request the player to make a decision - MALLOC or DELETE. MALLOC will allocate "resources" to VIOS, thereby assisting it; DELETE will delete these "resources", angering VIOS and requiring the player to do combat with VIOS. Whether the player chooses to assist VIOS or not determines whether (and how often) the player needs to fight VIOS. By choosing MALLOC, you avoid an immediate battle with VIOS; however, VIOS will become stronger when confronted at the end of the game, a confrontation which is unavoidable. (Although the game never explains exactly what the "resources" are, it is believed that they are human souls that VIOS can feed off of.) Choosing MALLOC to avoid conflict in the short term will therefore cause the end-game battle to be more difficult.

After the player traverses the first three maps comprising the moon base (periodically encountering Caldex, one of the unused player characters, or other NPCs), s/he will briefly need to pass through a cavern in Hell, where s/he encounters the Pinkynator, a creature that spawns Pinkies. After defeating the Pinkinator, a portal is revealed which transports the player to a UAC base on Earth.

Upon reaching the UAC base on Earth (comprised of Maps 4 through 6), s/he quickly finds out that the UAC base on Earth is overrun by demons as well. The player is also introduced to a Dr. Zanax, a scientist who seems to be attempting to help facilitate the invasion of demons. The player fights his/her way through the base, and encounters another teleporter guarded by a Spider Mastermind. After defeating the Spider Mastermind, Dr. Zanax forcibly teleports the player to Hell.

Hell comprises Maps 7 through 9. The player battles through the caverns and lava pits of Hell, briefly encountering one of the other player characters (whose identity changes depending on the player's current choice of character) who gives the player the BFG. The player continues to battle through Hell where s/he encounters the Cyberdemon (in Map 8) and finds out VIOS is the brain of another Icon of Sin. VIOS is finally confronted in Map 9. After the VIOS is defeated the game ends with an ominous sign off, letting the player know the fight is not over. The fate of the remaining player characters, Caldex, and Dr. Zanax is not explicitly made clear.

Playable characters


Three player characters are available:


 * Loosely based on the  character "Major".
 * Doomguy, descendant of William "B.J." Blazkowicz from .

Weapons


Doom II RPG has a new set of weapons, complete with new graphics. All weapons that fire in bursts only fire one shot instead when firing it towards nothing.
 * Chainsaw: The player's only melee weapon; its damage can be increased depending on the strength stat (which increases with every successful use). Its appearance in both versions is based on its Doom 3 incarnation.
 * Assault rifle: Fires a burst of two shots and uses bullet ammo. It is based on its counterpart in Doom 3 in both versions, but with a longer barrel.
 * Scoped assault rifle: Fires only one shot, though it can perform headshots to deal critical damage.
 * Super shotgun: Consumes two shotgun shells per shot. Based on its counterpart in Doom 3, with the iOS versions posed at a different angle.
 * Chaingun: Fires 4 rounds per burst. In both versions, the weapon received a distinct redesign in both its first person and dropped item sprite.
 * Plasma gun: First a burst of 3 plasma bolts. In the iOS version, it is based on the Doom 3 incarnation of the plasma gun. In all other versions however, it received a different design.
 * Rocket launcher: Fires a rocket which deals splash damage to every entity next to the explosion (misses do not cause any direct nor indirect splash damage). In the iOS version, it is based on the rocket launcher that appeared in Doom 3, sans the magazine. All other versions look similar, although the color has been changed.
 * BFG: Fires a giant plasma ball that deals splash damage (with the same splash damage mechanics as is the rocket launcher), consumes 10 plasma cells. The sprite itself has been dramatically changed, though it is based on the version seen in the original Doom games.
 * Holy water pistol: An unusual, new weapon. It fires two streams of holy water which inflicts fear (which causes affected enemies to run away) and damage to most enemies. It uses its own ammo type and it can be refilled through basins and toilets. The holy water itself can be consumed by the player to regain health. The holy water's effects are rendered null when used against zombies and bosses, and it is immediately stripped away during VIOS encounters.
 * Soul cube: A weapon that instantly kills demons (or heavily damages in case of the cyberdemon) and restores health to the player. It charges every five demon kills. Its appearance is changed from an alien artifact to a highly technological device in both versions. Like the holy water pistol, it is stripped away during VIOS encounters.
 * Various toilets and basins can be picked up by the player character, which can be thrown.

The player character can also take control of sentry bots, which are used to scout areas and collect items. Depending on the player's choice (except the first instance of the player obtaining one), it will either have one of the following weapons:
 * Mounted gun - Only fires one shot, unlike the assault rifle, but it has unlimited ammo.
 * Self destruct - Causes a highly damaging explosion around itself, which destroys the bot.

Sentry bots are impervious to fire damage and poisonous areas, but it cannot open doors or enter through portals. Both come in green and red versions, with the red variation being an improvement over the green one in terms of health. Despite depicted as a floating bot, it is not immune to lava hazards in Hell levels.

Each weapon has its own characteristics and various degree of efficiency when fighting with different monsters. This is an incomplete spreadsheet that shows the level of damage that you deal to monsters while using different weapons. Where "1" means very low damage, "6" - enormous damage and "5/6" - variation between "5" and "6".

'* - tested only at close ranges (0-1 steps away from an enemy) when there are no penalties to damage.

'** - level of damage to surrounding enemies from explosion

Monsters
Doom II RPG uses the same hierarchical system for monsters as the previous Doom RPG installment, with classes of monsters individualized by colors. In addition to the classes in Doom RPG (with the exception of the zombieman, Hell knight/baron of Hell, pain elemental, heavy weapon dude and the hellhound; the first is replaced by the zombie), Doom II RPG adds some new classes:

Watcher class
Brier, Watcher and Sentinel

Bosses
In addition to the new classes of enemies the game has three new bosses as well as the boss's minions; the Pinkynator, the Spider Mastermind, and VIOS. The Pinkynator is a boss level entity, capable of spawning a room full of pinkies and attacking the player with poison or acid spits.

The spider mastermind (not featured in the original Doom RPG) splits into three arachnotrons upon death.

VIOS (Virtual Icon Of Sin) is the new Boss Brain inside the new Icon of Sin, though it is encountered at an earlier point as the player progresses through the game. Upon dealing sufficient damage to it, it will pause to give the player a choice between two actions. During its various encounters before its namesake level, VIOS can be enraged by using the DELETE option, turning red and gaining various abilities depending on the current map. Choosing MALLOC empowers VIOS when encountered in the final level.

Cut content
Some content was cut from Doom II RPG during development. This is evident by comparing the game and the game trailer.
 * the original name of the Sawcubus was Chainsaw Goblin
 * Zombie names were similar to Doom RPG
 * The Sentinel was originally depicted as a robed Heretic-style enemy (as seen in a trailer for the game); its artwork was changed before release

Cheat mode
Similar to Doom RPG and Wolfenstein RPG cheat mode is activated on the menu screen by pressing 3666 for phones while the iPhone and iTouch has this sequence: touch the top left corner, top right, bottom left, bottom right, bottom left, bottom right. From there you can choose cheats such as invincibility mode (aka God mode), walking through walls (noclip), full inventory (give all), complete level overview (give map), level skip (change map), and so on.

Levels



 * 1) Luna (the Earth's moon)
 * 2) Tycho Station
 * 3) Cichus Base
 * 4) Kepler Site
 * 5) Earth
 * 6) UAC Administration
 * 7) UAC Labs
 * 8) UAC R&amp;D
 * 9) Elsewhere
 * 10) Gehenna
 * 11) Abaddon
 * 12) VIOS